D&D 5E An Aeronaut Artificer?

doctorbadwolf

Heretic of The Seventh Circle
The gauntlet. I figure ranged martial weapon, 1d6 force (or radiant?) damage, light, range 30/60.

The Artillerist already does force damage, but I plan on letting anyone learn to use a gauntlet, with the aeronauts gauntlet being better than others.
 

log in or register to remove this ad


Zardnaar

Legend
Couple of big problems with the concept.

1. Lack of vehicles rules. D&D has basically sucked at this since Spelljammer and wasn't that good in d20 Srar Wars and 3rd party books either.

2. Assuming you can find rules you like your artifice is good at one thing the rest of the party not so much. I'm running D6 star wars one is s pilot the others are a mechanic, woolie and gambler.

So yeah cam be fun as a campaign but you need the right group that buys into it and basically builds around it probably in the right setting or campaign.
 

doctorbadwolf

Heretic of The Seventh Circle
Couple of big problems with the concept.

1. Lack of vehicles rules. D&D has basically sucked at this since Spelljammer and wasn't that good in d20 Srar Wars and 3rd party books either.

2. Assuming you can find rules you like your artifice is good at one thing the rest of the party not so much. I'm running D6 star wars one is s pilot the others are a mechanic, woolie and gambler.

So yeah cam be fun as a campaign but you need the right group that buys into it and basically builds around it probably in the right setting or campaign.
I’ve found that you just need the vehicle to not be the entire subclass.
 


doctorbadwolf

Heretic of The Seventh Circle
Yeah they already have built on stuff anyway. Eg expertise in all tool the artifice makes a great pilot.

Built in feather fall and fly effects maybe.
Yeah what I landed on was a mechanic with a sweet ride, an energy weapon, and a limited familiar that lives in the sweet ride (making the vehicle conscious and semi-intelligent), and the ability to make “device modules” that can be applied to vehicles, energy weapons, and magitech devices. Throw in some mechanics stuff, and it’s good to go.

The vehicle has a spot for a co-pilot, and can be driven by the familiar at need, allowing it to keep watch outside when you can’t take the vehicle with you. The energy weapon needs no recharging because it’s bound to the powe source of the vehicle, and you can customize vehicle and weapon and even the familiar with a limited number of modules, basically similar to the armorer’s extra infusions but much more limited.

Level 5 brings in the ability to increase weapon damage, vehicle speed, or create a THP “shield”, as a bonus action. Limited uses per day, but you can spend spell slots to use it more, or to boost it harder and get bigger numbers. Later levels just upgrade existing features.
 

Ancalagon

Dusty Dragon
Couple of big problems with the concept.

1. Lack of vehicles rules. D&D has basically sucked at this since Spelljammer and wasn't that good in d20 Srar Wars and 3rd party books either.

I would like to note that the star wars SAGA rules for vehicles worked quite well. I ran a level 1-12 campaign about... oof, 15-20 years ago now and we had several space battle, both with starfighters and capital ships, and they worked fine.
 

Zardnaar

Legend
I would like to note that the star wars SAGA rules for vehicles worked quite well. I ran a level 1-12 campaign about... oof, 15-20 years ago now and we had several space battle, both with starfighters and capital ships, and they worked fine.

They're the best ones I've found but very easy to break.

Basically you want a huge sized starfighter ideally something like an A-wing or one of the advanced TIE models and initiate dog fighters in it with the relevant feats and talents (heavy weapon specialist, skill focus pilot, hyperspace explorer).

A revised version of those rules would be a good player to start though. 5E kinda tones it down even if you ported them as written to 5E. +15 or more piloting checks lvl 1 isn't gonna happen.
 

doctorbadwolf

Heretic of The Seventh Circle
I would like to note that the star wars SAGA rules for vehicles worked quite well. I ran a level 1-12 campaign about... oof, 15-20 years ago now and we had several space battle, both with starfighters and capital ships, and they worked fine.
Yeah I'm probably going to adapt them to this project, streamlined in some places, different upgrades and builds to be more magitech crystal-powered aetherpunk, etc. I likely won't bother with starship manuevers, unless I make a fighter or rogue class all about being an ace pilot. Rogue would be fun. Sneak Attack with vehicle weapons.

But as i noted above, you gotta give them things to do other than vehicle stuff, and I'm not sure what the Ace Pilot would get for that.
 

Flagbearer Games

5e Publisher
Ooh, I've got some loose prototype notes for an Aeronaut artificer subclass in Nations & Cannons (mundane 18th century campaign setting).
Hopefully to be printed when we get to a French Revolution sourcebook, someday. These are still half-formed concepts that still need an actual ballooning mechanic to be built around, but here was the basic chassis:

Aeronaut Gambits (level 3)

Artificer LevelGambit
3rdescalade, parachute*
5thblowback, enthrall
9thdetonate powder*, stinkpot
13thflash bomb, glider kite*
17thruse de guerre, sobriquet*
*still needs to be designed

Flame and Air (level 3)

  • Can generate bags of lighter-than-air gas using coalgas (prof per level over long rest). They deflate after 8 hours
  • Can puncture balloons to generate effects like thunderwave and/or a limited levitate

Untethered (level 3)

  • While flying (either using a Flame and Air effect, or in a vehicle), can dodge as a bonus action
  • If piloting an air vehicle, dodge applies to the entire vehicle

Drop Ballast (level 5)

  • Grenade range is doubled while flying, and can throw grenades using Strength instead of Dexterity
  • Bonus effect if throw a grenade straight down?

Flying Machine (level 9)

  • 1/day, can cast glider kite without expending a gambit slot to create... well, what it says on the tin
  • Can pilot a kite as a bonus action (normally requires pilot's action to steer)

Eye of the Storm (level 15)

  • Can craft a hot air balloon at cost. Can expend 6 (i.e. all) coalgas bags from Flame and Air to significantly reduce this cost.
  • While piloting an air vehicle, range of Drop Ballast further increases
  • Can explosively puncture a hot air balloon to generate a destructive wave effect. This destroys the balloon.
Btw, +1 recommendation to Star Wars Saga! While a little baroque, it did the best job mixing on foot and vehicular scales of any of the d20 system variants. A little outdated, but some great stuff in there.
 
Last edited:

Remove ads

Top